Introduction

He wanders -- Bound by the will and governing of an ancient family, but his emotions tremor.
The promise he made with a young girl shackles him, in rusty chains he strives to sever. The
Night becomes a labyrinth, impeding his progress. Will he ever find the beacon he seeks?

Story

Unique Trait/Health

Health: 9,500

Character Trait: Seth is the only character with an air backdash and fastfall (j.22 or j.2A+B). The air backdash does not consume the usual 1 block of GRD. His ground backdash pops him up into the air with a backwards jump unless a downwards direction is pressed before the backdash finishes.

Vorpal Trait: In vorpal Seth's walkspeed is increased and the distance he can travel for his fast fall followup is increased.

Gameplay

Seth got a much needed health buff in UNIST but he does still have the least life in the game. He's a speedy glass cannon that is all about getting in usually by using his superior moving to set an orb so you can mix up your opponent using his teleports, staggers and command grabs. Norcal player Brett made an excellent guide that he is in the midst of updating with UNIST information that is very good for getting the basis of the character down.
Brett's Seth Guide

Notable Seth Players

Oshuhitto - Rank 1 Seth - nuff said

Rion - Uniel Rank 1 - doesn't appear to be very active currently but lots of older videos

Joker - strong player with creative set ups and some combo routes I haven't seen others use

Kai - another strong player who often has creative set ups and mixups that others don't do.

Move List

L = Low, H = High, UNB = Unblockable, CS = Chain Shift

Startup includes the first active frame.

Normal Moves

5A

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

170

5

2

12

-2

Se,Sp,EX,CS

HL

Strike

Short fast horizontal slash with knife. Good hitbox for catching jumping opponents but don't expect it to outright beat anything.

2A

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

140

5

2

12

-2

Se,Sp,EX,CS

L

Foot

Short kick that hits low. Very fast for a low (5f) and can be mashed for stagger pressure, but prorates badly.

5B

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

415

7

5

15

-4

Sp,EX,CS

HL

Strike

Circular slash with knife. Decent hitbox (for Seth) and prorates well, making it a good combo starter.

2B

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

410

6

5

13

-2

Sp,EX,CS

L

Foot

Slash that hits low. Better range and proration than 2A but reach is still average. Still extremely fast (6f) for a low with good proration and respectable range.

5C

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

350

10

4

17

-9

Sp,EX,CS

HL

Strike

Seth steps forward and slashes. Moves Seth forward, giving it the longest range out of all of Seth's basic ground normals.

2C

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

543

8

2(2)2

21

-1

Sp,EX,CS

L

Foot

Low sweep that hits low. Both hits must be blocked low and Seth can cancel into other normals on either hit, allowing you to vary up your chains a bit. As an added bonus, the second hit is extremely safe on block

j.A

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

140

8

3

X+2

Varies

Sp,EX,CS

H/AS

Head

Downwards-angled kick. Good downwards hitbox but has short range overall. Take advantage of the speed to call out opponents expecting slower jump-ins like j.B or j.C.

j.B

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

410

10

3

X+3

Varies

Sp,EX,CS

H/AS

Head

Double slash to both sides with both knives. Has an excellent crossup hitbox and covers all directions well.

j.C

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

510

12

3

X+4

Varies

Sp,EX,CS

H/AS

Head

Double downwards slash with both knives. Has an extremely deep vertical hitbox making it excellent for jump-ins, and also has a decent horizontal hitbox for air-to-air, but don't expect to beat out everything with it.

Command Normals

3B

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

430

10

5

16

-3

Sp,EX,CS

HL

Strike

Seth stabs above his head with his knife. Sort of an anti-air but has a weak hitbox making it not actually that well-suited for that purpose.

Head invincible frames 8~13

5CC

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

613

4

4

21

-7

Sp,EX,CS

HL

Strike

Followup to 5C. Seth lunges forward in an animation similar to 66C. Primarily combo filler, don't use it on block since it's super unsafe and you can't chain into any other normals off this.

6C

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

600

28

1

17

-6

Sp,EX,CS

H

Strike

Seth flips forward and kicks. Pretty obvious even as far as UNIST overheads go but has good range and is fairly safe on block. Can be canceled into air movement for some real mixups, or used in combos for the long aerial knockdown enabling extended combos.

Foot invincible frames 15~28

3C

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

590

10

3

28

-12

Sp,EX,CS

HL

Strike

High upwards slash with knife. Better anti-air hitbox than 3B. Starter for a lot of seth's most damaging combos.

Head invincible frames 8~12

j.6C

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

510

26

6

18

-10(min)

Sp,EX,CS

H,AS

Head

Same as 6C except doable in the air. Primarily used for comboing opponents.

j.2C

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

420

9

3

13

-4

Sp,EX,CS

HLA

Head

Divekick. Fairly safe on block as Seth will bounce off the opponent on hit or block; you have air movement afterwards as well as being able to press buttons.

j.22/j.2A+B

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

-

5

-

X+16

-

CS

-

-

Fastfall. Seth quickly drops straight down to the ground. Has some recovery so try not to land somewhere you can be punished.

j.22~6A,B,C

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

-

16

-

-

-7

Sp,Ex,CS,

HL

Strike

New to Unist, follow up from fast fall, Seth teleports behind the opponent and launches them with a kick, can be done after fastfall with 6A,B, or C, in vorpal the follow up can be done from further away

Throw invincible frames 4~19

j.44

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

-

1

-

x

-

-

-

-

Air backdash. Unlike ground backdash, does not cost GRD. Can be canceled into other air movement options, i.e. Assault or fastfall. Can also be performed with j.4A+B.

Dash Normals

66B

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

608

7

2(4)4

14

-2

Sp,EX,CS

HL

Strike

Knee kick into 5B slash. Vacuum's in and special cancelable mostly combo filler but can be used for mixup, extremely safe on block

66C

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

690

11

4

16

-8

Sp,EX,CS

HL

Strike

Wide wallslam slash. Strong move that can be used for cross ups, meaties, and to cover space

Universal Mechanics

Abyssal GeometryB+C

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

-

9

-

26

-

-

-

-

Makes next Segment of Stitch Binding (236) orb appear farther away and only destroyable by hitting Seth. It only affects the distance at which 236C is set (i.e 236C is still destroyable by an attack even if you use Force Function). If you charge b+c it makes the orb go off faster though it is still destroyable by hitting the orb

ThrowA+D

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

1455

4

1

22

+18 (hit)

-

UNB

Throw

Seth grabs the opponent and slashes them away with a rising uppercut.

Guard Thrust214D

Version

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

Normal

0

15

5

26

-12

-

HL

Strike

Completely invincible frames 1~15

Vorpal

0

12

5

26

-12

-

HL

Strike

fluff

Completely invincible frames 1~12

Veil OffA+B+C

Version

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

Normal

0

20~68

2

Till L+7

Uncharged:-13 Charged:-14

-

HLA

Strike

Universal reversal. Invincible from start-up until the first active frame. You can delay the start-up until the 68th frame, but there's no real incentive to do so outside of thwarting meaty attacks.

Completely invincible frames 1~30/91

Cross-Cast

0

2

4

20

+3

-

HL

Strike

Occurs if enemy is in hitstun. Used mostly as a way to tack on extra damage, or to reliably close out the round.

Completely invincible frames 1~19

Special Moves

Captive Segment「縫縛のセグメント」236Xj.236X

Version

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

A

810

106

7

~37

+

-

HLA

Projectile

Places the orb in front of Seth at crouch level. Start-up is the time it takes for the orb to detonate. Recovery is the cooldown from setting the orb.

B

810

106

7

~37

+

-

HLA

Projectile

Places the orb in front of Seth at head level. Start-up is the time it takes for the orb to detonate. Recovery is the cooldown from setting the orb.

EX

1466

112

33

~55

+

-

HLA

Projectile

Places the orb in front of Seth ~45 degrees upwards. Fires three shots instead of one and is not destroyed if Seth is hit. Can still be destroyed if the orb itself is hit, even if Seth charges his FF first.

Places the orb in front of Seth ~45 degrees downwards. Same properties as ground EX version.

Dual Piercing Vengeance「双鈎のヴェンジェンス」623X

Version

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

A

810

12

8

21

-2 to -10

EX,CS

HLA

Strike

Fast startup, short distance.

B

810

15

9

25

-6 to -12

EX,CS

HLA

Strike

Slower startup, longer distance, more float time.

EX

2075

11

3

36

-17

(CS)

HLA

Strike

Invul. on startup. Seth's main non-system reversal. Can be Chain Shifted only on hit, though if they are slow you can cs and not be punished.

Completely invincible frames 1~13

Vanishing Doubt「消失のコンフュージョン」214X

Version

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

A

-

~14

~11

~10

-

Sp

-

-

Moves forward along the ground. The start-up is when Seth can be hit out of the teleport. The active frames indicate when Seth is invisible and cannot be hit. Can be canceled with the A, B, or C follow-ups of 214X.

Version

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

B

-

~14

~11

~10

-

Sp

-

-

Moves diagonally upwards. The start-up is when Seth can be hit out of the teleport. The active frames indicate when Seth is invisible and cannot be hit. Can be canceled with the A, B, or C follow-ups of 214X.

Version

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

C

-

~14

~11

~10

-

Sp

-

-

Moves diagonally upwards at a sharper angle than the B version. The start-up is when Seth can be hit out of the teleport. The active frames indicate when Seth is invisible and cannot be hit. Can be canceled with the A, B, or C follow-ups of 214X.

A Follow-up

~530

16

7

28

-

Sp,EX,CS

-

-

A dark flash appears and Seth will counter any ground move that hits it with a slightly more damaging version of his A/B command throw. In hitstun, the move will hit the opponent twice and pop them up. Not particularly useful for combos.

B Follow-up

~550

16

7

34

-

Sp,EX,CS

-

-

A dark flash appears and Seth will appear in the air diagonally above the opponent. Seth retains all of his special air options when he appears in the air (fastfall, backdash, special moves) but cannot use air normals or Assault until he lands.

C Follow-up

~1050

16

7

58

-11

EX,CS

HLA

Strike

A dark flash appears and Seth will teleport to the ground, followed by a slash-through that causes a stun on hit like Segment of Stitch Binding orb would. Combo staple. Unsafe on block.

8 - Follow-up

~600

14-28

-

-

-8

EX,CS

H

Strike

New follow up, press 8a, b, or c(also pressing 7 works as well) during any of Seth's 214 moves and he will teleport above them and drop an overhead heel kick. Unsafe on block but useful for the occasional mixup and high proration enders.

Penetrate「穿通のペネトレイト」j.214X

Version

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

A

732

9

Till L+2

X+23

-7

Sp,EX,CS

HLA

Air Strike

Fast startup, strikes twice. Special cancellable on hit or block.

B

1450

30

Till L

23

+21 (hit)

(CS)

UNB

Throw

Long startup, unblockable throw on hit. Can cancel it with CS on hit.

EX

1810

8

Till L+2

27

-6

(CS)

HLA

Strike

Throw on hit. Can cancel it with CS on hit.

Completely invincible frames 1~Landing

Convict「罪咎のコンビクト」632146X

You best protect ya neck

Version

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

A

1050

6

1

24

+26 (hit)

(CS)

UNB

Throw

command grab, knocks down. Can cancel with CS on hit. no follow up outside of cs even if orb hits afterwards.

Throw invincible frames 1~6

Version

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

B

1050

8

1

24

+26 (hit)

(CS)

UNB

Throw

Anti air version, can be combo'd into and launches into the air allowing hits/movement afterwards.

Air attack invincible frames 7~9

Version

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

EX

1204

6

1(1)2

21

+

(Sp),(EX),(CS)

UNB

Throw

Leaves the opponent standing and leads into a combo. Second set of actives only hits during a combo.

Completely invincible frames 1~7

Infinite Worth

Chained Nefarity「連鎖のネファリウス」41236D

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

3069

13

34

10

-21

-

HLA

Strike

Short invul. on startup. Runs forward very quickly, so it can be used to punish a HUGE mistake, but the start-up prevents it from being used on a whim.

Completely invincible frames 1~16Throw invincible frames 17~46

Infinite Worth EXS

Distant Frontier「境界のディスタント」A+B+C+D

ANIME!!!

Damage

Startup

Active

Recovery

Frame Adv

Cancel

Guard

Attribute

3690

15

6

47

-25

-

HLA

Strike

Desperation super usable at below 30% if you have 200% meter. Does good damage and does comparable damage to your Infinite Worth when done at the end of a combo (with a better hitbox than the Infinite Worth of course). Outside of that, you probably shouldn't try your luck with this move.

Completely invincible frames 1~26

Combos

214C~C > 6C route

You basically want to go into this whenever possible. The damage is good and it ends in oki.
A full notation example using a midscreen 5A starter:

The [stuff] section is basically anything that hits them enough to buy time till the orb you made earlier hits. The basic easy one is 214B~B > 22 > 2C(1) > 623A > Orb Hits > j.236B. You actually have a good amount of time to link that 2C, so executionally I find this one easiest, since you can visually watch them drop and time your 2C as they fall near.

Once you get the hang of this, I personally suggest using this route midscreen: 214B~B > 22 > dash C > Orb Hits > 6C > etc. The reason I suggest this one if you can do it is because you can go into an unblockable setup extremely easily from this. The timing is a bit stricter. I haven't confirmed it, but either his 22 fastfall is dash cancellable or it just psychologically is really easy to time if you immediately input 6 6+C right after doing 22 (or 2 A+B). In any case in my personal experience, taking your time with the 214B~B > 22 link, and then executing the dash 66C quickly works much better than the other way around. Also if you want, you can cancel 6C into BC for a charge in the middle of the combo.

The third common way to fill midscreen is with 214B~B > back airdash OR delay j.214A. This route is nice because if you're bad at getting your 22 out, you don't have to worry about it here. It's a bit easier on the hands so if you're having a lot of trouble, try this route.

If you're having trouble with the 214C~C > 6C link, if you look at the opponent who's being stunned by 214C, you'll see that the initial "stunned" effect diminishes right about the time you need to input 6C. If you're having trouble with this link, try that as a visual queue. Alternatively, looking for when seth recovers from 214C~C looks viable too.

Also if you're not getting your first j.236B > j.214A link, try doing it later than you might expect.

The main issue with this 214C~C > 6C route is that it only links from certain starters. The big one is that 2A into a B then a C before 214C won't combo. You need to do 2A > 5C straight into 214C or something similar if you want it from a 2A starter. This actually influences the way you poke and do block strings if you're looking for something good from 2A (unless you're just a god at confirming off of single 2A hit Kappa). If you are combos off of 2A and you're not confident you can hit / block confirm well enough, that's when you should start looking for alternate combos.

Really straight forward unblockable setup (in case you don't know, j.214B throws them even in block stun) and one of the main reason I'm going to list comboing off of j.214B > CS as an essential thing to know how to do. If you're already familiar with the dash C version of the midscreen BnB, adding this ender on is really great. Gives you ~4.5k total for using one super .

Note that if you are not close enough after dash C, you won't reach with EX command grab. If you're having issues with this, hold your 66 input for a bit before pressing C, gauging the height as they fall. You want to hit them as low to the ground as possible so that you have more time to dash and get closer to them to be in range.

Air to air stuff > j.B > j.C > j.214A > 214B~B > j.236B

Doing oki off this setup can be a bit more awkward than the 6C > j.236B route, and seems to be less prefered, but it's an extremely crucial combo route to know. If you had to many ground hits etc to do 214C~C > 6C, this is the route you want to do instead.

The main issue you may come across is that when you do j.214A too high in the air, it either becomes really obnoxious to actually special cancel into 214B, and sometimes nothing will come out. Other times, 214B~B won't combo, even when the proration etc is fine, just due to positioning. As a result, you want them to be as low as possible before doing j.214A. You can do this either by delaying your jump normals or adding extra normals in (doing j.A > j.C > j.B for example). If you're not sure whether it's going to work as an ender, remember that the ender is probably the most essential part of any Seth combo. If you don't know, try using the alternative of j.214A > land > 236A/B (for when you're unsure if 214B~B will combo) OR canceling your jump normal into j.236A/B).

j.214B > CS > Assault j.A > delay j.B/j.C > 2C(1) > 214C~C > 6C > etc

Since a lot of his gameplay runs around unblockables and the threat of unblockables, it's extremely important to know how to get damage off of landing your B dive. Comboing off of it via CS is one of the easiest ways. During CS, you have a huge buffer window, so you can input your j.6D fairly early during the CS flash and be assured that your assault will come out properly and as early as you need it to. The j.A afterwards can generally just be done early, with a big amount of delay before the j.B. You generally will want to use j.B, but use j.C on light characters. You don't need to delay much if using j.C.

Really basic easy corner unblockable setup. Just watch what they do and then confirm into B dive once they block EX orb, or combo if they flailed. Can omit the 236C and just do a basic 6C ender which makes this an easy corner combo as well.

Airhit 5B > 623B routes

Note that a lot of the time, you need to slightly delay 623B. If you cancel immediately, the followup into 214A/C ~ C will whiff because they're too high (char specific I'm sure).